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synced 2025-04-19 13:43:49 +02:00
Restore correct space for eye joint rotations.
Also, do not correct for camera position on my avatar. (That will be done by zero or one receivers.)
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parent
64fcd2da96
commit
964d04d24f
3 changed files with 18 additions and 11 deletions
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@ -107,12 +107,14 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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Rig::HeadParameters params;
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params.modelRotation = getRotation();
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params.modelTranslation = getTranslation();
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params.leanSideways = _owningAvatar->getHead()->getFinalLeanSideways();
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params.leanForward = _owningAvatar->getHead()->getFinalLeanSideways();
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params.torsoTwist = _owningAvatar->getHead()->getTorsoTwist();
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params.localHeadOrientation = _owningAvatar->getHead()->getFinalOrientationInLocalFrame();
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params.worldHeadOrientation = _owningAvatar->getHead()->getFinalOrientationInWorldFrame();
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params.eyeLookAt = _owningAvatar->getHead()->getCorrectedLookAtPosition();
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params.eyeLookAt = _owningAvatar->getHead()->getLookAtPosition();
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params.eyeSaccade = _owningAvatar->getHead()->getSaccade();
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params.leanJointIndex = geometry.leanJointIndex;
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params.neckJointIndex = geometry.neckJointIndex;
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@ -27,6 +27,10 @@ void Rig::HeadParameters::dump() const {
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axis = glm::axis(worldHeadOrientation);
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theta = glm::angle(worldHeadOrientation);
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qCDebug(animation, " worldHeadOrientation axis = (%.5f, %.5f, %.5f), theta = %0.5f", axis.x, axis.y, axis.z, theta);
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axis = glm::axis(modelRotation);
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theta = glm::angle(modelRotation);
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qCDebug(animation, " modelRotation axis = (%.5f, %.5f, %.5f), theta = %0.5f", axis.x, axis.y, axis.z, theta);
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qCDebug(animation, " modelTranslation = (%.5f, %.5f, %.5f)", modelTranslation.x, modelTranslation.y, modelTranslation.z);
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qCDebug(animation, " eyeLookAt = (%.5f, %.5f, %.5f)", eyeLookAt.x, eyeLookAt.y, eyeLookAt.z);
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qCDebug(animation, " eyeSaccade = (%.5f, %.5f, %.5f)", eyeSaccade.x, eyeSaccade.y, eyeSaccade.z);
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qCDebug(animation, " leanJointIndex = %.d", leanJointIndex);
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@ -782,8 +786,8 @@ glm::quat Rig::getJointDefaultRotationInParentFrame(int jointIndex) {
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void Rig::updateFromHeadParameters(const HeadParameters& params) {
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updateLeanJoint(params.leanJointIndex, params.leanSideways, params.leanForward, params.torsoTwist);
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updateNeckJoint(params.neckJointIndex, params.localHeadOrientation, params.leanSideways, params.leanForward, params.torsoTwist);
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updateEyeJoint(params.leftEyeJointIndex, params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);
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updateEyeJoint(params.rightEyeJointIndex, params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);
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updateEyeJoint(params.leftEyeJointIndex, params.modelTranslation, params.modelRotation, params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);
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updateEyeJoint(params.rightEyeJointIndex, params.modelTranslation, params.modelRotation, params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);
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}
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void Rig::updateLeanJoint(int index, float leanSideways, float leanForward, float torsoTwist) {
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@ -824,22 +828,21 @@ void Rig::updateNeckJoint(int index, const glm::quat& localHeadOrientation, floa
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}
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}
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void Rig::updateEyeJoint(int index, const glm::quat& worldHeadOrientation, const glm::vec3& lookAt, const glm::vec3& saccade) {
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void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::quat& worldHeadOrientation, const glm::vec3& lookAtSpot, const glm::vec3& saccade) {
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if (index >= 0 && _jointStates[index].getParentIndex() >= 0) {
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auto& state = _jointStates[index];
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auto& parentState = _jointStates[state.getParentIndex()];
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// NOTE: at the moment we do the math in the world-frame, hence the inverse transform is more complex than usual.
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glm::mat4 inverse = glm::inverse(parentState.getTransform() *
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glm::translate(getJointDefaultTranslationInConstrainedFrame(index)) *
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glm::mat4 inverse = glm::inverse(glm::mat4_cast(modelRotation) * parentState.getTransform() *
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glm::translate(state.getDefaultTranslationInConstrainedFrame()) *
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state.getPreTransform() * glm::mat4_cast(state.getPreRotation() * state.getDefaultRotation()));
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glm::vec3 front = glm::vec3(inverse * glm::vec4(worldHeadOrientation * IDENTITY_FRONT, 0.0f));
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glm::vec3 lookAtDelta = lookAt;
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glm::vec3 lookAtDelta = lookAtSpot - modelTranslation;
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glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(lookAtDelta + glm::length(lookAtDelta) * saccade, 1.0f));
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glm::quat between = rotationBetween(front, lookAt);
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const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE;
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float angle = glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE);
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glm::quat rot = glm::angleAxis(angle, glm::axis(between));
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setJointRotationInConstrainedFrame(index, rot * state.getDefaultRotation(), DEFAULT_PRIORITY);
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state.setRotationInConstrainedFrame(glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
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state.getDefaultRotation(), DEFAULT_PRIORITY);
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}
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}
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@ -54,10 +54,12 @@ public:
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float leanSideways = 0.0f; // degrees
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float leanForward = 0.0f; // degrees
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float torsoTwist = 0.0f; // degrees
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glm::quat modelRotation = glm::quat();
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glm::quat localHeadOrientation = glm::quat();
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glm::quat worldHeadOrientation = glm::quat();
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glm::vec3 eyeLookAt = glm::vec3(); // world space
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glm::vec3 eyeSaccade = glm::vec3(); // world space
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glm::vec3 modelTranslation = glm::vec3();
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int leanJointIndex = -1;
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int neckJointIndex = -1;
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int leftEyeJointIndex = -1;
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@ -163,7 +165,7 @@ public:
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void updateLeanJoint(int index, float leanSideways, float leanForward, float torsoTwist);
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void updateNeckJoint(int index, const glm::quat& localHeadOrientation, float leanSideways, float leanForward, float torsoTwist);
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void updateEyeJoint(int index, const glm::quat& worldHeadOrientation, const glm::vec3& lookAt, const glm::vec3& saccade);
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void updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::quat& worldHeadOrientation, const glm::vec3& lookAt, const glm::vec3& saccade);
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QVector<JointState> _jointStates;
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int _rootJointIndex = -1;
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